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 Zhon Cannoe - Zontri

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Sage
Lead Designer of The New Era Expansion Project
Sage


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PostSubject: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyMon Jul 08, 2013 6:13 pm

I changed the weapon launch sounds in two parts of the script with the one that the rolling tower uses. I saved the .bos file, packed, tried it, and I get the same fire weapon sound from before. I have win7 64bit, do you guys think this could be an issue? Nothing works every time I do a change with scriptor, even for simple stuff like changing sounds.
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DeeKay
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyMon Jul 08, 2013 6:23 pm

KD-Sage wrote:
I changed the weapon launch sounds in two parts of the script with the one that the rolling tower uses. I saved the .bos file, packed, tried it, and I get the same fire weapon sound from before. I have win7 64bit, do you guys think this could be an issue? Nothing works every time I do a change with scriptor, even for simple stuff like changing sounds.

Did you compile it? xDD
Stupid question, but you said you just saved the .bos file. xD

Also, how are you defining the sounds? They should be defined like that: play-sound( "*****SOUNDNAME****", PLAYSOUND_PRIORITY_BATTLE );
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Sage
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyMon Jul 08, 2013 8:45 pm

I struggled compiling a file for a while until someone told me that you can't recompile files back into .cob. So whatever changes you make they have to be done in .bos format and saved that way. And also you need both files the original .cob and .bos for the unit to work.
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DeeKay
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyMon Jul 08, 2013 9:43 pm

KD-Sage wrote:
I struggled compiling a file for a while until someone told me that you can't recompile files back into .cob. So whatever changes you make they have to be done in .bos format and saved that way. And also you need both files the original .cob and .bos for the unit to work.

Eh, what? I don't follow all these "rules" and everything works.
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Sage
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyMon Jul 08, 2013 10:39 pm

Can you write step by step on how to deal with an Otak unit on descripting and recompiling after a change has been made? Maybe I'm doing something wrong.
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DeeKay
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyTue Jul 09, 2013 8:19 am

Okay then, here we go:

First you open scriptor:
Zhon Cannoe - Zontri M3w0

Then click open and select .cob files if you are going to decompile:
Zhon Cannoe - Zontri Xqh7

Select your .cob:
Zhon Cannoe - Zontri Zpq

Check these options:
Zhon Cannoe - Zontri 497j

And Descript, it's going to seem like that:
Zhon Cannoe - Zontri Y7f

Let's try a change, when Elsin fires his first attack:
Zhon Cannoe - Zontri Vos0

Don't forget put parenthesis into "get CURRENT_SPEED":
Zhon Cannoe - Zontri Cjzb

Click Save .bos here (in the little disk):
Zhon Cannoe - Zontri Mdah

Click compile:
Zhon Cannoe - Zontri Egy0

Check if no errors have been found by Scriptor:
Zhon Cannoe - Zontri Q8j1

Take your .cob and pack it into your mod:
Zhon Cannoe - Zontri Q282

Okay now, here is my little mod:
Zhon Cannoe - Zontri Rq4

And Here is what happen in-game:
Zhon Cannoe - Zontri Wo1c

Lol. ;D
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Sage
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyTue Jul 09, 2013 11:34 am

Awesome, thanks man. I always had errors trying to recompile the .cob. I'll definitely try this.

I did it just like you posted, but I get this error:

"Compiling Bos...
Compiling sfxtype.h
Compiling exptype.h
Compiling SmokeUnit.h
Compiling SFXtype.h
Compiling EXPtype.h
Error (34): Expected identifier [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ]
Error (34): Invalid PreProcessor command 'INF' [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ]

One or more errors occured while compiling the script."

The INF is on every animation.

Would the changes I made still work even If I get an error compiling?
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DeeKay
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyTue Jul 09, 2013 12:07 pm

KD-Sage wrote:
Awesome, thanks man. I always had errors trying to recompile the .cob. I'll definitely try this.

I did it just like you posted, but I get this error:

"Compiling Bos...
Compiling sfxtype.h
Compiling exptype.h
Compiling SmokeUnit.h
Compiling SFXtype.h
Compiling EXPtype.h
Error (34): Expected identifier    [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ]
Error (34): Invalid PreProcessor command 'INF'    [ C:\Users\Owner\Desktop\The NewEra 3.8\scripts\zontri.bos ]

One or more errors occured while compiling the script."

The INF is on every animation.

Where exactly?

KD-Sage wrote:
Would the changes I made still work even If I get an error compiling?

Depends of the gravity of the error. If it's of none importance (just a warning), it will continue compiling. If it is important, it will stop compiling.
You can notice if it compiled, it will show:
"Making Cob...
Wrote %path%\name.cob"

If it doesn't show, it didn't compile.
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Sage
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyTue Jul 09, 2013 11:24 pm

I finally fixed it. For some reason I couldn't recompile .cob files back because I needed the angular and linear values. Mine for some reason were set to 0.000000. They are located under script/ settings.

Linear = 163840.000000
Angular = 182.000000

Both Output file and directory need to be checked.
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Vaerun

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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyTue Jul 09, 2013 11:38 pm

There you go Sage! Put that education to work! J/K Good Job.

Vaerun
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Sage
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Sage


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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptyTue Jul 09, 2013 11:53 pm

http://kingdoms.heavenforum.org/t1034-how-to-make-units-reanimate-corpses#9999

Razz A small guide for reanimation.
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Sage
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Sage


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Join date : 2008-08-02
Age : 37
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PostSubject: Re: Zhon Cannoe - Zontri   Zhon Cannoe - Zontri EmptySat Jul 16, 2016 10:21 pm

This issue has been solved; therefore, I'm closing this thread.
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